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#1 |
Dungeon Master
![]() Join Date: February 25, 2008
Posts: 96
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The options only seem to present Quest in Progress (Stages 1-100, or whatever the maximum is), Quest Complete (Whatever that value was), and Quest Failed (Ditto). Is there a way for an event trigger to distinguish Quest Stage 1 from Quest Stage 2 from Quest Stage 3?
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#2 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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To do this, you need to chain events together.
->event 1: check for stage 1 if present, do whatever event doesn't happen, chain to: -->event 2: check for stage 2 if present, do whatever event doesn't happen, chain to: --->event 3: etc. etc. To chain to the next event if the first one doesn't occur, choose this option from the drop down menu in the upper right. I don't have DC in front of me, so I can't recall exactly what the labal is called, but you'll know which one I'm talking about. If I muddled it up, please let me know and I'll find the exact name for you. ![]() |
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#3 |
Dungeon Master
![]() Join Date: February 25, 2008
Posts: 96
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There doesn't appear to be a label for "stage 1", "stage 2", etc. As I said, the only triggers available for Quests were "failed", "is complete", and "in progress" (and "not present/present in party").
The only other alternative I can think of is making a bunch of individual quests to keep track of each stage, though it seems kind of messy. |
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#4 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Okay. I misunderstood what you're saying. I will bust out DC in a minute and get right back to you.
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#5 |
Dungeon Master
![]() Join Date: February 25, 2008
Posts: 96
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Actually, I think I might've figured it out:
The check is actually done doing the Quest Stage event. If you're on Stage 1, the event will trigger if the Stage input is 2, etc. To manually advance the quest stage, you have to use the Utilities event. |
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#6 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Sounds like you may have figured it out. If not, and/or for anyone else wanting to know how this works~
1= where to set stage 2= where to set which quest 3= where to set how chain works Please use these in conjunction with my earlier explanation and the images below. |
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#7 | |
Symbol of Cyric
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![]() Quote:
In the quest stage event, it only advances by 1 IF the quest stage is set at the number 1 higher than the current value. This incrementing is the way the quest is set up to do this kind of thing "do A, then B, then C" except it is kept as numbers. The Utilities allows you to set any quest to any value, do math on the quest values, and (apparently, since I've never done this) add multiple quests values together. This is good for resetting a quest to value "zero", which takes it away as if the player never had it and the quest can be done again; or for controlling any return (for loop purposes or repeating) on a quest stage The utilities CAN be used for manually advancing the quest stage, but the quest stage event automatically advances if it is set to the proper number (IE, if you have quest value set at 2 and you step into the square where quest stage 3 is, it increments the value to 3 and does the chain (if any) from quest stage 3. ST
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